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Mécanika
Plan
•   Pourquoi la physique mécanique
•   Mécanika
•   Résultats de recherche
•   L’état des jeux vidéo éducatifs
Pourquoi la
 physique
mécanique?
L’enseignement de la science
• OCDE (2008)
  – Étudiants en physique et en mathématique
  – Changer la façon d’enseigner
     • Plus attrayant
     • S’attarder aux conceptions
• Outils de mesure fiables
Conceptions erronées
• Conceptions non-Newtoniennes
• Nuisible à l’apprentissage des formules
• Difficile de changer ces conceptions
Enseignement traditionnel
Mécanika
Mécanika
• Objectifs
  – Amusant
  – Diverses utilisations possibles
  – Guides pédagogiques
• Basé sur les conceptions erronées, pas sur les
  formules
• 5 séries de 10 niveaux, 3-5h
• Partenariat UQAM-CREO
  – Graphisme, scénarisation
  – Hébergé dans Science-en-Jeu
Mécanika
Mécanika
• Allumer toutes les étoiles avec les éclaireurs
• Les éclaireurs sont produits par l’Aspir-o-matic
• Les éclaireurs sont déplacés par d’autres
  robots
• Explore les notions de gravité, vitesse, et force
Conceptions erronées
Mécanika
Mécanika

            G3. Heavier objects fall faster
        I5. Circular impetus
 CI2. Force compromise
 determines motion


CI3. Last force to act
determines motion
Guides pédagogiques
• Dessine ta solution
• Explique
• Que se serait-il
  passé si?
• Situation de la vie
  courante
La recherche
Expérience
• 8 classes, 2 enseignants
• Impact de différentes utilisations du jeu en
  classe
• Force Concept Inventory
  – Questionnaire à choix multiples
  – Pas de formule
  – Outils validés
L’expérience
          Groupe expérimental



             +9.2%
           Groupe de contrôle


  FCI                             FCI
prétest      +1.9%              posttest
Comparé à d’autres expériences
• Compare différence de gain                30

• Modeling Instruction Project
                                            25
   – “an intensive 3-week
     Modeling Workshop that                        10%
                                            20
     immerses them in



                                 gain (%)
     modeling pedagogy and                               Control
                                            15
     acquaints them with                                 Experimental
     curriculum materials
                                            10
     designed expressly to
     support it.”                           7.4%
                                            5
   – Élèves: N = 3394, 66
     enseignants
                                            0
L’expérience, 2e partie



           +9.2%           -0%


  FCI      +1.9%     FCI        FCI post-
pretest            posttest+7.3% posttest
Résumé de la recherche
• Le jeu semble fonctionner de lui-même
• Bonne rétention
• Intégration en classe
La suite
•   Mécanika sur iOS
•   Mécanika 2
•   La recherche continue
•   Partenariats
L’état des jeux vidéo éducatifs
L’état des études
• Quantité d’études empiriques
• Qualité de ces études
• « Les jeux » sont…
Prévoir à                         Juger
moyen terme
   Gérer les alliés               Viser


                      Contrôler
Les causes
• Le type de matière
  – Matière sans contexte = séparation jeu/apprentissage
  – Peut quand même être bénéfique
• Manque d’expertise
  – Complexe et coûteux
  – Professionnels pas intéressés
• Plusieurs acteurs
  – Les jeunes veulent le chocolat
  – Les acheteurs (parents, enseignants, directeurs
    d’école, distributeurs de bourses) veulent vite voir le
    brocoli
L’évaluation
Deux paradigmes
   Addition dénominateur commun


Additionner avec des chiffres négatifs


 Diviser les fractions                      Qu’est-ce
Trouver le dénominateur commun
                                         qu’une fraction?
     Placer une fraction sur une ligne

Comparer des fractions

      Représenter en %
Francois Boucher-Genesse
  francoisbg@gmail.com

    Directeurs à l’UQAM
       Martin Riopel
       Patrice Potvin

Geneviève Lajeunesse (CREO)
   glajeunesse@creo.ca
Guides pédagogiques (enseignant)
• Corrigés
• MELS
• Conception
  erronée (erreur
  dans le jeu)
• Démarche
  d’intervention
Série A
                                25%


                                20%
Différence de gain (exp-ctrl)




                                15%

                                10%


                                5%


                                0%
                                      Kinematics   1st Law    2nd Law   3rd Law   Grav. Force   Contact
                                -5%                                                              Force
Série B
                                25%


                                20%
Différence de gain (exp-ctrl)




                                15%

                                10%


                                5%


                                0%
                                      Kinematics   1st Law    2nd Law   3rd Law    Forces -     Forces -
                                -5%                                               Gravitation   Contact
Série C
                                25%


                                20%
Différence de gain (exp-ctrl)




                                15%

                                10%


                                5%


                                0%
                                      Kinematics   1st Law   2nd Law   3rd Law    Forces -     Forces -
                                -5%                                              Gravitation   Contact
Série D
                                25%


                                20%
Différence de gain (exp-ctrl)




                                15%

                                10%


                                5%


                                0%
                                      Kinematics   1st Law   2nd Law   3rd Law    Forces -     Forces -
                                -5%                                              Gravitation   Contact

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Mecanika

  • 2. Plan • Pourquoi la physique mécanique • Mécanika • Résultats de recherche • L’état des jeux vidéo éducatifs
  • 4. L’enseignement de la science • OCDE (2008) – Étudiants en physique et en mathématique – Changer la façon d’enseigner • Plus attrayant • S’attarder aux conceptions • Outils de mesure fiables
  • 5. Conceptions erronées • Conceptions non-Newtoniennes • Nuisible à l’apprentissage des formules • Difficile de changer ces conceptions
  • 8. Mécanika • Objectifs – Amusant – Diverses utilisations possibles – Guides pédagogiques • Basé sur les conceptions erronées, pas sur les formules • 5 séries de 10 niveaux, 3-5h • Partenariat UQAM-CREO – Graphisme, scénarisation – Hébergé dans Science-en-Jeu
  • 10. Mécanika • Allumer toutes les étoiles avec les éclaireurs • Les éclaireurs sont produits par l’Aspir-o-matic • Les éclaireurs sont déplacés par d’autres robots • Explore les notions de gravité, vitesse, et force
  • 13. Mécanika G3. Heavier objects fall faster I5. Circular impetus CI2. Force compromise determines motion CI3. Last force to act determines motion
  • 14. Guides pédagogiques • Dessine ta solution • Explique • Que se serait-il passé si? • Situation de la vie courante
  • 16. Expérience • 8 classes, 2 enseignants • Impact de différentes utilisations du jeu en classe • Force Concept Inventory – Questionnaire à choix multiples – Pas de formule – Outils validés
  • 17. L’expérience Groupe expérimental +9.2% Groupe de contrôle FCI FCI prétest +1.9% posttest
  • 18. Comparé à d’autres expériences • Compare différence de gain 30 • Modeling Instruction Project 25 – “an intensive 3-week Modeling Workshop that 10% 20 immerses them in gain (%) modeling pedagogy and Control 15 acquaints them with Experimental curriculum materials 10 designed expressly to support it.” 7.4% 5 – Élèves: N = 3394, 66 enseignants 0
  • 19. L’expérience, 2e partie +9.2% -0% FCI +1.9% FCI FCI post- pretest posttest+7.3% posttest
  • 20. Résumé de la recherche • Le jeu semble fonctionner de lui-même • Bonne rétention • Intégration en classe
  • 21. La suite • Mécanika sur iOS • Mécanika 2 • La recherche continue • Partenariats
  • 22. L’état des jeux vidéo éducatifs
  • 23. L’état des études • Quantité d’études empiriques • Qualité de ces études • « Les jeux » sont…
  • 24.
  • 25.
  • 26.
  • 27. Prévoir à Juger moyen terme Gérer les alliés Viser Contrôler
  • 28.
  • 29.
  • 30. Les causes • Le type de matière – Matière sans contexte = séparation jeu/apprentissage – Peut quand même être bénéfique • Manque d’expertise – Complexe et coûteux – Professionnels pas intéressés • Plusieurs acteurs – Les jeunes veulent le chocolat – Les acheteurs (parents, enseignants, directeurs d’école, distributeurs de bourses) veulent vite voir le brocoli
  • 32. Deux paradigmes Addition dénominateur commun Additionner avec des chiffres négatifs Diviser les fractions Qu’est-ce Trouver le dénominateur commun qu’une fraction? Placer une fraction sur une ligne Comparer des fractions Représenter en %
  • 33.
  • 34. Francois Boucher-Genesse francoisbg@gmail.com Directeurs à l’UQAM Martin Riopel Patrice Potvin Geneviève Lajeunesse (CREO) glajeunesse@creo.ca
  • 35. Guides pédagogiques (enseignant) • Corrigés • MELS • Conception erronée (erreur dans le jeu) • Démarche d’intervention
  • 36. Série A 25% 20% Différence de gain (exp-ctrl) 15% 10% 5% 0% Kinematics 1st Law 2nd Law 3rd Law Grav. Force Contact -5% Force
  • 37. Série B 25% 20% Différence de gain (exp-ctrl) 15% 10% 5% 0% Kinematics 1st Law 2nd Law 3rd Law Forces - Forces - -5% Gravitation Contact
  • 38. Série C 25% 20% Différence de gain (exp-ctrl) 15% 10% 5% 0% Kinematics 1st Law 2nd Law 3rd Law Forces - Forces - -5% Gravitation Contact
  • 39. Série D 25% 20% Différence de gain (exp-ctrl) 15% 10% 5% 0% Kinematics 1st Law 2nd Law 3rd Law Forces - Forces - -5% Gravitation Contact

Notas del editor

  1. Organisation for Economic Co-operation and DevelopmentTurns out students are loosing interest in science – you probably all know that. But it’s even worst in physics
  2. Misconceptions: common sense intuitions based on observations of everyday life. 2 balls with different weight fall – which one hits the floor first?There has been a lot of research in the past 30 years to understand them
  3. Teaching from formulas doesn’t work. Direct instruction doesn’t work. It doesn’t depend on the teacher. We think we’re teaching mechanics, but we’re mostly teaching formulas. Students’ conceptions in mechanics are resilient to change (Brown & Hammer, 2008; diSessa, 1993)
  4. Mon but n’est pas de faire de l’argent, mais de rendre le jeu utileRapide à maîtriser – à ce que je me suis fait dire, vous avez beaucoup de chats à fouetter. Si j’Arrive avec un nouvel outil qui vous prends 10h à maîtriser, c’est pas viableFlexible – ne prescrit pas d’utiliser votre temps d’une façon autoritaire
  5. Ce que vous avez vu de Mécanika à date n’est pas éducatif – simplement un jeu. Voici où ca devient intéressant pour vous.
  6. The idea was to produce something that was actually going to be used in classrooms once the research was over. It has an ending, coherent gameplay mechanics, and it took 2 years to produce 50 levels. It is not something we intend to throw away after the experience is done, and in that sense it is a “real” game, not a “research” game. Levels are linked with misconceptions listed by the test authors. We’re trying to lure students into making mistakes, to bring their intuitions into focus (cognitive conflict).
  7. YvonLapointe,lauréat 2004 du prestigieux Prix Raymond-GervaisYannick Bergeron, lauréat 2009 du Prix Michael Smith, Personnalité de la semaine La Presse
  8. DiSessa did a lot of work in this area, but Hestenes created a test that was widely popular in the early 90s. The ball question misconception is in that testTeachers expect their passing students to perform well on this tests, and they’re flabbergasted when they see them achieving only around 24%. 20% is what you get if you answer randomly.
  9. Goal was to study games where they would be used: in the classroom. If you see an effect in controlled labs conditions, but no effect when teachers use the game, that makes the game useless. Did this for 2 teachers, and a total of 8 groupsWe didn’t assign the game to randomly selected students, because we wanted teachers to do debriefings in the classroomGrandeur de l’effet, d de Cohen = 0.95
  10. Nationwide project in 1995-98Modelers – after the first year. Similar difference between control/exp and modelers/traditional. Could we have pushed it further, for more than a month? What would happen if we gave our teachers 3 weeks of training on top of that?
  11. It can’t be something that the teacher does
  12. Soulever ces conceptions – environ 30 conceptions erronées
  13. Bon potentiel évaluateur des jeux, mais pas pour inférer une longue liste de faits
  14. annexe
  15. This shows not only the gain, but the difference in gain from experimental to control. So if Exp got a 15% increase on a question, and the control group had a 5% increase, what you would see here is the difference between the two: 10%. No sign. diff. Not expecting people to increase here
  16. Game design didn’t focus on all misconceptions: Would have been really hard to create a coherent and fun game design that would allow us to bring all misconceptions into focus.